Or Why I Prefer Dragonbane.

This is not a full review. I’ve only read through the open beta and recent release materials for Daggerheart, and I haven’t played it at the table yet. I’m also not here to drag a game that a lot of folks are genuinely excited about. But I am here to share why, even with the buzz and big names behind Daggerheart, it didn’t quite land for me personally, and why Dragonbane RPG continues to hold my heart when it comes to fantasy tabletop roleplaying.

Disclaimer: Statements expressed in this article are strictly my opinion. If you disagree or have a different opinion, that’s okay. I’m not an expert on everything. I’m not always right. I’m just writing from my experience as I know it. Your mileage may vary.

The d12s Are My Favorite Dice, But Not In This Case.

The Duality Dice system in Daggerheart is a cool idea. Rolling two d12s: one for Hope, one for Fear adds a narrative spin to every action. Depending on which die rolls higher, you might succeed joyfully or succeed with tension. It’s perfect for storytelling-driven tables, especially Critical Role-style one-shots or livestreams.

But for my personal taste? I prefer the tight clarity of Dragonbane’s d20 roll-under mechanic. A 1 is a Dragon (crit success), a 20 is a Demon (crit failure). The tension is pure, the results are immediate, and there’s no debate over interpretation.

Combat with Consequences vs. Combat with Curveballs.

Daggerheart’s combat is fast, friendly, and heroic. Players are meant to win most of the time. That works great for high-fantasy epics and stream-friendly drama.

But in Dragonbane, every fight matters. Combat is fast, brutal, and punishing if you don’t play smart. Choosing to Evade, Parry, or even flee can mean the difference between glory and death. Monsters are unpredictable thanks to their d6-based tactics, and clever thinking is rewarded.

Worldbuilding: Who’s Actually Running the Show?

Daggerheart encourages collaborative worldbuilding, which is a lovely approach for many modern tables. But I’m from the old-school GM tradition. My campaigns are worlds I build and present to my players, who create characters to thrive (or struggle) within them.

In Daggerheart, the line between player and GM world creation feels a bit blurrier than I like. That’s not a flaw, but rather it’s a feature for some groups. Just not mine. (We’ll come back to this in a future article.)

The Final Word

To be clear: Daggerheart is not a bad game. It’s beautiful, thoughtful, and emotionally engaging. If you’re new to TTRPGs or love story-rich, rules-light systems, you’ll likely adore it. I can definitely see why it’s a hit with Critical Role Fans.

But for me, Dragonbane continues to reign supreme. It’s affordable, easy to teach, mechanically elegant, witty, and dangerously fun. I passed on Dungeons & Dragons 2024, Tales of the Valiant, and Pathfinder Core Remastered for the same reason: I already have everything I need in Dragonbane, and it delivers every time.

Daggerheart’s boxed set is the same price as Dragonbane’s https://shop.critrole.com/products/daggerheart-core-set

Learn more here: https://www.daggerheart.com

Thank you for being here with me today. I appreciate you. Keep it real, but please strive for positivity, too. Please embrace the things that bring you the most joy in your life.